//////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2008-2010, Shane J. M. Liesegang
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without 
// modification, are permitted provided that the following conditions are met:
// 
//     * Redistributions of source code must retain the above copyright 
//       notice, this list of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright 
//       notice, this list of conditions and the following disclaimer in the 
//       documentation and/or other materials provided with the distribution.
//     * Neither the name of the copyright holder nor the names of any 
//       contributors may be used to endorse or promote products derived from 
//       this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
// POSSIBILITY OF SUCH DAMAGE.
//////////////////////////////////////////////////////////////////////////////

#pragma once

#include "Actor.h"
#include "Message.h"
#include "SoundDevice.h"

// foward declarations
class b2Shape;

///A class to oversee the high-level aspects of your game
/** 
 * Oftentimes you want to have a central class that handles game-flow. Things 
 *  like keeping score, managing the creation of new Actors, etc. You could
 *  do this with a centralized Actor that doesn't get drawn, but there's a lot
 *  of functionality (baggage) on the Actor class that you wouldn't be using 
 *  in that case. 
 * 
 * The GameManager class is a Renderable, so it will get all the Render and
 *  Update calls that an Actor would receive. You register it with your World 
 *  (via the \c theWorld.SetGameManager function) and can then retrieve it 
 *  from anywhere in your game. 
 */
class GameManager : public Renderable, public MessageListener
{
public:
        /**
         * The default constructor is empty; we expect you to subclass to do 
         *  anything meaningful. 
         */
        GameManager(){}
        
        /**
         * The destructor makes sure that the GameManager unsubscribes from all
         *   Message notifications. 
         */
        ~GameManager();

        /**
         * Override of the Renderable::Render function. Doesn't do anything in 
         *  this base class. 
         */
        virtual void Render();
        
        /**
         * Override of the Renderable::Update function. Also doesn't do anything 
         *  in the base class, but in the future it might, so make sure you call 
         *  this in any override implementations. 
         * 
         * @param dt The amount of time elapsed since the start of the last frame. 
         */
        virtual void Update(float dt);
        
        /**
         * In your GameManager, you can define a custom function to determine whether
         *  specific Renderables should be protected from the World::UnloadAll 
         *  function. This function will get called for each Renderable during
         *  an UnloadAll attempt. 
         * 
         * @param renderable The Renderable to test
         * @return Whether it should be protected (returning false means it will
         *   be removed from the world)
         */
        virtual bool IsProtectedFromUnloadAll( Renderable* renderable ) {return false;} 
        
        /**
         * Override of the MessageListener::ReceiveMessage function. Does nothing
         *  in this base class. 
         * 
         * @param message The received message. 
         */
        virtual void ReceiveMessage(Message* message) {}
        
        /**
         * The sound system needs a callback that gets triggered when any sound
         *  ends. Since the GameManager is a logical place to have sound control
         *  functionality, it has this function for you to implement. 
         * 
         * @param sound The handle to the sound that has just completed. 
         */
        virtual void SoundEnded(SOUND_HANDLE sound){}
};